IT S CHOICE! US Consumer Appetite for Video Continues to Grow VIDEO BY THE NUMBERS

Transcription

1 QURTER 1, 2012 US

2 IT S CHOICE! US Consumer ppetite for Video Continues to Grow There is no doubt that consumer choice in how they watch video continues to grow. The shifts in the distribution of time spent across screens and devices demonstrate that more and more of us are taking advantage of the increased ability to determine what we watch, how we watch, and where we watch. Even so, consumer video use and interaction by screen and device varies greatly by life-stage and lifestyle, by age, gender, and by ethnicity. No longer does one size fit all, and trends continue to emerge. Yet, the US consumer s attention continues to lie in the quest to seek TV and TV-like professionally produced content. Consider Netflix which earlier this year expanded their offering not just by increasing their partnerships to re-air programming but also jumped into the game of producing and delivering original content. verage time spend per person per day VIDEO BY THE NUMBERS In Q1 2012, mericans spent nearly 35 hours per week watching video across screens and close to another 5 hours using the Internet on a computer. We spend 1 hour 38 minutes on gaming devices and among owners of gaming devices that have the ability to stream video content (also referred to as 7th generation consoles ) the average time spent is 2 hours and 48 minutes with distinct differential viewing by demographic group. We also spend close to an hour and a half per week using DVD players. Even though the average TV viewer is watching 6 fewer minutes per day of traditional television, viewing is growing. Some viewing is shifting to other devices, including to tablets. Currently more than 15 percent of US TV homes own one or more of this fast growing device category. Smartphones, with a penetration greater than that of DVRs, and gaming consoles are increasingly being used as vehicles for content delivery. Today, nearly 36 million mobile phone owners in the U.S. watch video on their phones :19 0:09 0:12 0:18 0:11 0:16 0:16 0:12 0:19 0:14 0:14 0:21 0:12 0:14 0: P2+ Total Day LiveTV Minutes Per Day :46 4:47 4:49 4:47 4:38 DVR Playback Video Games DVD Playback Q Q Q Q Q Footnote : based on P2+ in US TV HH 2

3 PLETHOR OF CHOICES If platform fragmentation has multiplied by type and device, video usage is also being redefined by the sheer volume of entertainment content available. The number of places you can access it and the means by which you choose to have it delivered to you continues to grow. Related and interestingly, traditional TV Household penetration at 95.8 percent slowly continues to decline. Yet among those homes that are not considered traditional TV homes, 75 percent own a TV set. Whether connected to a gaming device, over-the-top device, DVD player or the Internet directly, the television set itself continues to be a centerpiece of the viewing experience delivering the video content that the US consumer seeks day in and day out. SPOTLIGHT ON GME CONSOLES One emerging category to watch remains the traditional gaming console manufacturers, who are claiming a stake in this evolving ecosystem. Not only have they strategically aligned themselves to provide video content and gaming interactivity through their consoles, they are capitalizing on an established footprint. These evolving entertainment hubs are enabling a new set of opportunities for entertainment consumption through media applications. NOT JUST FOR GMERS Though the average merican consumer in TV households spends 14 minutes a day using gaming consoles, users of 7th generation consoles spend considerably more time. In fact, PS3 users are spending 36 minutes daily, Wii users 17 minutes, and Xbox360 users 32 minutes engaging with these devices. These consoles each have the unique ability to act as gaming vehicles and video content purveyors. They enable social gaming as well as DVD play and streaming through apps. They will continue to provide an increasing number of video options and have established themselves as legitimate players in the space of content delivery directly to the consumer. Dounia Turrill Cross-Platform Practice Lead Nielsen Over-the-Top Video Study 2Nielsen 3600 Gaming Report: US Market Nielsen U.S. Mobile Insights, National (February 2012) 3

4 a snapshot of modern ENTERTINMENT CONSUMPTION Gaming consoles are providing the merican consumer an ever growing opportunity to expand their media consumption. Whether to watch shows they haven't seen, catch up on favorite shows they missed or revisit shows from their past, consumers are finding ways to use new generation gaming devices as gateways to media content in addition to traditional or social gaming. TV HOMES 46 % of Homes have Gaming Consoles 39 % of Homes have 7th Generation Gaming Consoles ** 23 % 58 % 30 % PS3 Quick Facts Wii Xbox Households with 7th Generation gaming consoles are open to new devices, subscribe to pay networks, and have access to broadband internet PS3 and Xbox 360 more popular with ethnic groups ll data based on NPM Sample. Wii households have higher income and education Kids more likely to own a Wii while teens more likely to own an Xbox 360

12 FOOTNOTES FOR TBLES IN THIS REPORT: On Traditional TV includes Live usage plus any playback viewing within the measurement period. Timeshifted TV is playback primarily on a DVR but includes playback from VOD, DVD recorders, server based DVR s and services like Start Over. On Traditional TV reach includes those viewing at least one minute within the measurement period. This includes Live viewing plus any playback within the measurement period. First Quarter 2012 Television data is based on the following measurement interval: 12/26/11-3/25/12. s of February 2011, DVR Playback has been incorporated into the Persons Using Television (PUT) Statistic. In response to client requests for the ability to recreate these quintiles of time spent, from Q forward the production of the underlying data has been fully migrated to the NPOWER system. In addition to allowing clients that subscribe to the Nielsen Cross-Platform Service to generate these and associated reports, it also incorporates production sample weighting (detailed in Chapter 3 of the National Reference Supplement) and universe projections. Beginning in Q report, average daily minutes statistics are calculated by averaging the total minutes from all persons in the quintile including non-users. Q1 and Q reports averaged the total minutes from users only. * In July 2011 an improved hybrid methodology was introduced in Nielsen s NetView and VideoCensus product. This methodology combines a censuslevel accounting of page views and video streams where Nielsen measurement tags have been deployed in order to project audience and behavior to the full universe of all Internet users. For VideoCensus, the portion of the total video streams calibrated by census data, previously allocated to Home/ Work computers, are now allocated to other devices and locations such as smartphones and viewing outside of home and work. This change affects both Watching Video on the Internet and Using the Internet figures. Beginning here in Q1 2012, Cross-Platform metrics are derived from new hybrid panel. Year over year trends will be available beginning in Q Until then, data is not trendable. Hours:minutes for Internet and video use are based on the universe of persons who used the Internet/watched online video. ll internet figures are weekly or monthly averages over the course of the quarter. ll Using the Internet on a Computer metrics are derived from Nielsen NetView product, while all Watching Video on the Internet metrics are derived from Nielsen VideoCensus product. ** 7th gen console penetration figures in this report represent consoles measured within the Nielsen National People Meter (NPM) sample homes. ^ ^^ Mobile video user projection, time spent and composition data are based on survey analysis of past 30 day use during the period. The mobile video audience figures in this report include mobile phone users (aged 13+) who access mobile video through any means (including mobile Web, subscription-based, downloads and applications). Beginning in Q1 2012, data reflect enhanced methodology for calculating the Total Minutes spent watching video on a mobile phone. Historically, distributions of key variables (# sessions and # minutes per session) were skewed warranting the use of the median as the measure of central tendency, Total Minutes= (median # sessions) * (median # minutes). Current analyses of the distributions indicate that the variable # minutes per session fits a more normal distribution and justifies the use of the mean as the measure of central tendency. The current calculation reflects a truer metric of average time spent watching video on a mobile phone, Total Minutes = (median#sessions)*(mean#minutes). ll previous quarter/year metrics have been recalculated with new methodology. Data is trendable within this version of the report, but not to previous quarters published editions. Nielsen s mobile survey reports mobile video usage for those users 13 and older. Thus, is T13-17 for all mobile data. SPECIL NOTE ON WTCHING TIMESHIFTED VIEWING RECH (TBLE 2 ONLY): = In previous editions, Watching Timeshifted TV was inadvertently labeled all TV homes when data was actually for only in homes with DVRs. For your convenience, we now provide both data points. Therefore data from Watching Timeshifted TV (all TV homes) in previous reports should now be trended to Watching Timeshifted TV (only in homes with DVRs). SPECIL NOTE ON INTERNET UDIENCES: + Yahoo! Mail and Yahoo! page view and duration data shows an artificial decrease for May-November 2011 and do not reflect the actual activity on these sites. This was corrected with December 2011 forward reporting. This affects the Using the Internet on a Computer and Internet time spent figures provided in this report for previous quarter (Q4 2011) reporting. GLOSSRY: TV Household: home with at least one TV capable of tuning to at least one channel. For example, television sets that are not updated for digitally transmitted content would not count under the current guidelines. Traditional TV: Watching live or timeshifted content on a television set delivered by broadcast signal or a paid TV subscription. Watching Timeshifted TV (only in homes with DVRs): home where a physical DVR box is located and connected to the television. Wired Cable: Traditional cable delivered through wires to your home. Telco: paid TV subscription delivered fiber-optically via a traditional telephony provider. Satellite: paid TV subscription where the signal is distributed to an orbiting satellite. The amplified signal is then re-transmitted to the home and received via a dish. (Sometimes also referred to as dish ). Broadband: paid, high-speed Internet access delivered via DSL, Cable Internet through cable provider, Fiber-Optic Service, U-Verse, Satellite Internet, Data Card (aircard that connects to a cellular phone network) or PC tethered to cell phone (cellular phone network). Narrowband: household that accesses the Internet via a telephone line (often referred to as dial up). Broadcast Only: mode of television content delivery that does not involve satellite transmission or cables (ie a paid service). lso commonly referred to as Over-the-air. Over-the-top: Devices that piggyback on normal distribution channels (cable, satellite, etc) to pull content directly from the Internet and deliver it to the television set. Can be equipments such as dvd players, video game consoles, web-enabled televisions, etc. Copyright 2012 The Nielsen Company. ll rights reserved. Nielsen and the Nielsen logo are trademarks or registered trademarks of CZT/CN Trademarks, L.L.C. 12/5207

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